Oculus Rift - not loading Unreal Engine, UE4 VR preview (4.25.3), RTX2070 and Oculus latest Drivers
Hi there! I started a VR project with some stuff and I had imported one of my meshes into the map and wanted to see it up close. Original Post on Unreal Engine Forum: bit.ly/2CKwmfw The problem is that while the editor itself works completely fine it seems that the VR preview simply won't react to my Oculus Rift, which in turn makes it impossible for me to move around using the HDM and hands aren't appearing either. Also when looking in my vr headset it shows the standard loading program screen but it won't move from that point on. Oculus Rift, latest RTX 2070 and Oculus drivers installed, Engine 4.25.3, really painfull.. P.s.: I can confirm it's working flawlessly on a clean project on 4.24.3 (that's something broken with 4.25.3)... A small edit: I noticed the problem persists until RHI is set to DIRECTX_12, and raytrace is enabled: if set to default, the problem disappears... Really strange behaviour...2.3KViews0likes2CommentsOculus Quest Unreal engine development problems
First off, we are using UE 4.23 and we did bang our heads trying to set it up to at least work on the quest. Now a few questions and problems here : 1. Why we can't have dynamic low res CSM shadows? - Turning mobile HDR on was tried and it looked horrible, frame rate dropped to 40fps on a simple basic scene. Glitches and artifacts appeared. What are we doing wrong? 2. Using Vulkan for the performance boost. - The game packages normally, but will not start on the Quest, just goes to black and ejects from the game. Found out by looking at the crash log that it was Vulkan splash texture. cpp - or something to do with Vulkan, disabled it and the game runs. Vulkan SDK installed as well - not sure if this has anything to do with it but hey, we tried that too... 3. Auto instancing works amazing if you know what console command to call upon. - We managed to have it working with r.MeshDrawCommands.DynamicInstancing 1 4. The slow process of packaging and testing an app. - The Launch does not work on the quest, hence we have to package every time to test a feature. 5. Running statistics is especially hard. - We heard about Renderdoc Capture and we will try to use it, if anyone has any experience with it, it would help a lot! 6. Debugging and testing - Console commands and experimentations are not something we can do at all on the quest, simply because we don't have a keyboard. Tried pairing a Bluetooth keyboard with it, connects but doesn't work at all. 7. Default lit becomes really expensive really fast. - 30 + object with Default lit already has a great impact on the performance, we ended up simulating shading with an emissive shader model. - credits to the creators of ScluptrVr - for the quest - can't post links yet :( 8. On a side note, a bug not related to Quest but to Rift : - Packaged the template VR scene for windows a few days ago and it WILL NOT run 90fps - stuck on 62, 16ms . We did not alter the template vr scene nor the configs, just a regular EXE package for windows. Only did we by accident discover that just pressing the WINDOWS button on the keyboard resulting the game window losing it's focus, the FPS returned to rock solid 90fps 11ms in the rift. How do we fix this? Smooth fps is off, there is no fps cap and it just doesn't make sense, we had a reversed situation before where alt+tab resulted in the game slowing down, but this is just bizarre now. Also worth noting, this does not occur on the HTC Vive - the same packaged exe file. Also worth noting, earlier packages made with 4.20 work normally. - Perhaps this is more suited to ask on UE4 answerhub, but I wanted to share it anyway. Thanks to everyone in advance and maybe some of these problems/hacks should be included in the docs for developing for Oculus Quest to ensure faster and better future development for the amazing platform that Quest is.Solved4.5KViews0likes2CommentsCan Someone Help Me With VOIP Setup in 4.19
I am confused about where and how I am supposed to use the voip methods to register a player as a remote talker in a session. I am assuming that When a player logs in, I should get that players ID and register them as a remote talker on the server. Is that correct? When try something like that, the player that hosts the session is able to register, but the player that joins is not. I also tried calling a RPC on the owning client to register their talker there but that didn't work either. I'm just super confused about where I am supposed to register a player once they have joined a session. Can someone point me in the right direction? I have been working on this for over a week and I can't really find any good documentation on the subject or any good examples. How do I register a player that connects to a session as a remote talker?1.8KViews0likes6CommentsNo audio in Shipping build
In my Unreal project (4.18.3) the audio is working fine while playing in the editor, but doesn't work (it's completely silent) in a Shipping build. If I use the Vive instead of the Rift with the exact same Shipping build the audio works fine, so it's definitely an issue with Oculus. I have tried running the shipping build from my hard drive, but have also uploaded it to the Alpha Release Channel for my project and downloaded it and played it through the Oculus store with the same result. The build is successful, but it does include these lines in the Output Log, which seem like they might be relevant: [OVRPlugin][ERROR] ovr_GetAudioDeviceInGuidStr failed: [OVRPlugin][ERROR] Cannot get preferred VR audio IN device.[OVRPlugin][ERROR] ovr_GetAudioDeviceOutGuidStr failed: Has anyone else experienced this, and knows how to fix it?3.3KViews0likes7Comments